PS I perfectly understand that this approach is imperfect, and I bet that there are many other ways to achieve the same visual result
PPS Thank @marquizzo for such cool and interesting questions
That’s super cool. Seems like a lot of work for each point, but hey, gpu can do it, right?
I think you could probably do something similar with a spatial index on CPU for this number of points. But that’s neither here nor there. Unity released an implementation of mesh SDF a while ago, they had some tweets going out on that. I was curious how they achieved it there.
reminds me of a GDC talk by suckerpunch studio, they talked about Infamous: Second son, they had some kind of an implementation for distributing points on a mesh there, and even sampling texture at the correct UV.
Anyway, this is really cute looking, and runs quite smooth, thanks for sharing!